1.1 Surfaces之封裝CXSurface
[http://blog.csdn.net/mythma]
[http://blog.csdn.net/mythma]
1、Surfaces是什麼:
通俗的講surfaces就是一個二維的矩形平面。在DX9中,與其對應的com接口爲IDirect3DSurface9,LPDIRECT3DSURFACE9。
2、Surfaces的作用:
作爲一個矩形平面,surfaces用來在屏幕上顯示平面圖象,即從文件中讀取圖象數據呈現給用戶。
3、IDirect3DSurface9的使用一般過程:
聲明: LPDIRECT3DSURFACE9
創建: CreateOffscreenPlainSurface(…)
獲取圖象信息: D3DXGetImageInfoFromFile(…)
裝載到surfaces中: D3DXLoadSurfaceFromFile(…)
獲取back buffer地址: GetBackBuffer(…)
顯示: UpdateSurface(…)
釋放內存 Release()
代碼段如下:
LPDIRECT3DSURFACE9 g_Surface =NULL;
D3DXIMAGE_INFO Info;
D3DXGetImageInfoFromFile("D:/image.jpg", &Info);
g_pd3dDevice->CreateOffscreenPlainSurface(Info.Width, Info.Height,
Info.Format, &g_Surface, NULL);
D3DXLoadSurfaceFromFile(g_Surface, NULL, NULL, "D:/image.jpg", NULL,
D3DX_FILTER_NONE, 0xFF000000, NULL);
//--------------------------------------------------------------------------------------------------
LPDIRECT3DSURFACE9 BackBuffer= NULL;
g_pd3dDevice->GetBackBuffer(0,0,D3DBACKBUFFER_TYPE_MONO, &BackBuffer);
g_pd3dDevice->UpdateSurface(g_Surface, NULL, BackBuffer, NULL);
if(BackBuffer != NULL)
BackBuffer->Release();
//---------------------------------------------------------------------------------------------------
if(g_Surface!= NULL)
g_Surface ->Release();
由上述過程可以看到,IDirect3DSurface9的使用雖然不十分複雜,但有點不方便 ——創建和釋放總要成對出現,使用過程中還穿插着LPDIRECT3DDEVICE9接口。這些若用一個類封裝起來,使用就要方便的多。
4、如何封裝:
按照surfaces的功能,創建它就用來顯示圖象。因此要有讀取圖象的接口和顯示圖象的接口。又要與LPDIRECT3DDEVICE9設備接口關聯,因此需要一個設置設備的接口。如下所示:
1、聲明及釋放
聲明: LPDIRECT3DSURFACE9
釋放內存 Release()
2、關聯圖像:LoadFromFile
獲取圖象信息: D3DXGetImageInfoFromFile(…)
創建: CreateOffscreenPlainSurface(…)
裝載到surfaces中: D3DXLoadSurfaceFromFile(…)
3、顯示圖象Render
獲取緩存地址: GetBackBuffer(…)
顯示: UpdateSurface(…)
4、關聯設備接口 SetDevice
所以CXSurface的定義如下:
class CXSurface
{
protected:
LPDIRECT3DSURFACE9 m_Surface;
LPDIRECT3DSURFACE9 m_BackBuffer; //Back buffer
LPDIRECT3DDEVICE9 m_pDevice; //Direct3D的設備指針
public:
CXSurface(LPDIRECT3DDEVICE9 pDevice);
~CXSurface();
HRESULT LoadFromFile(LPCSTR Path);
void Render(void);
};
1.2 Textures & Sprite 之封裝CXTexture & CXSprite
1、 何爲Textures
Textures是在屏幕上顯示的平面圖形,它能夠提供比 surface 更多的圖形處理效果——移動、縮放、旋轉及作爲紋理皮膚粘貼在3D模型上。在Direct3D中,其封裝的接口爲IDirect3DTexture9。
2、 何爲Sprite
IDirect3DTexture9能從文件中讀取紋理數據,但由於Textures不能直接複製到 back buffer,因此在屏幕上繪製Textures之前,需要另一個接口——ID3DXSprite(精靈)。ID3DXSprite能夠把若干個Textures 複製給back buffer,因此需要ID3DXSprite的一個實例就可以繪製所有的紋理。
所以,IDirect3DTexture9用來存放程序所需的紋理,但它本身又不能繪製紋理,需要藉助接口ID3DXSprite。
3、 IDirect3DTexture9和ID3DXSprite的使用過程
定義: ~
創建: D3DXCreateTextureFromFile
D3DXCreateSprite
創建變換矩陣: D3DXMatrixTransformation2D
變換: SetTransform
繪製圖象: Draw
釋放內存: ~
代碼如下:
D3DXCreateTextureFromFile(g_pd3dDevice, "c://image.bmp”, &g_Texture);
D3DXCreateSprite(g_pd3dDevice, &g_Sprite);
//--------------------------------------------------------------------------
D3DXVECTOR2 Translation;
Translation.x = 500;
Translation.y = 500;
D3DXVECTOR2 Scaling;
Scaling.x = 1.0;f
Scaling.y = 1.0f;
D3DXMATRIX Mat;
D3DXMatrixTransformation2D(&Mat, NULL, 0, &Scaling, NULL, 0, &
Translation);
g_Sprite->Begin(0);
g_Sprite->SetTransform(&
g_Sprite->Draw(g_Texture,
g_Sprite->End();
4、 如何封裝
從以上的基本過程可以看到,CXTexture需要完成的功能:提供與LPDIRECT3DDEVICE9的接口,與紋理文件文件關聯,對紋理進行處理(縮放、旋轉……)。
class CXTexture
{
protected:
LPDIRECT3DTEXTURE9 m_Texture;
LPDIRECT3DDEVICE9 m_pDevice;
D3DXVECTOR2 m_RotationCenter;
D3DXVECTOR2 m_Translation;
D3DXVECTOR2 m_Scaling;
FLOAT m_Rotation;
RECT m_SrcRect;
public:
CXTexture(LPDIRECT3DDEVICE9 pDevice);
~CXTexture();
LPDIRECT3DTEXTURE9 GetTexture() const {return m_Texture;}
void SetTexture(LPDIRECT3DTEXTURE9 Texture) const {m_Texture = Texture;}
LPDIRECT3DDEVICE9 GetDevice() const {return m_pDevice;}
void SetDevice(LPDIRECT3DDEVICE9 pDevice) const {m_pDevice = pDevice;}
D3DXVECTOR2 GetRotationCenter() const {return m_RotationCenter;}
void SetRotationCenter(D3DXVECTOR2 RotationCenter) {m_RotationCenter =
RotationCenter;}
D3DXVECTOR2 GetTranslation() const {return m_Translation;}
void SetTranslation (D3DXVECTOR2 Translation) const {m_Translation =
Translation;}
D3DXVECTOR2 GetScaling() const {return m_Scaling;}
void SetScaling(D3DXVECTOR2 Scaling) const {m_Scaling = Scaling;}
FLOAT GetRotation() const {return m_Rotation;}
void SetRotation (FLOAT Rotation) const {m_Rotation = Rotation;}
RECT GetRect() const {return m_SrcRect;}
void SetRect(RECT SrcRect) const {m_SrcRect = SrcRect;}
HRESULT LoadFromFile(char* Path);
};
CXSprite的主要功能就是在屏幕上顯示 CXTexture,因此需要有與 LPDIRECT3DDEVICE9 接口和 CXTexture連接的函數。
class CXSprite
{
protected:
LPD3DXSPRITE m_Sprite;
LPDIRECT3DDEVICE9 m_pDevice;
public:
CXSprite (LPDIRECT3DDEVICE9 pDevice);
~CXSprite ();
LPD3DXSPRITE GetSprite() const {return m_Sprite;}
void SetSprite(LPD3DXSPRITE Sprite) const {m_Sprite = Sprite;}
LPDIRECT3DDEVICE9 GetDevice() const {return m_pDevice;}
void SetDevice(LPDIRECT3DDEVICE9 pDevice) const {m_pDevice = pDevice;}
HRESULT DrawTexture(CXTexture* Texture);
};
1.3 Keyboard & Mouse之封裝CXKeyboard & CXMouse
1、 何爲Keyboard & Mouse
“地球人都知道”。DX9提供的接口 IDirectInputDevice8。
2、 二者的功能
Keyboard:讀取鍵盤的按鍵信息
Mouse:讀取鼠標的按鍵、位置信息,設置光標屬性(如用圖片表示光標)。
3、 使用過程
創建 IDirectInput8 對象 DirectInput8Create
創建 IDirectInput8 設備(鍵盤、鼠標等)CreateDevice
設置設備屬性 SetCooperativeLevel
SetDataFormat
獲取設備使用權 Acquire
讀取設備傳入的數據 GetDeviceState
釋放設備及 IDirectInput8 Release
設置鼠標光標過程:
創建光標圖片資源: 參照surfaces
設置光標爲指定的圖片 SetCursorProperties
設置光標的初始位置 SetCursorPosition
顯示光標 ShowCursor
程序段如下:
LPDIRECTINPUT8 g_lpDI;
LPDIRECTINPUTDEVICE8 g_Keyboard;
LPDIRECTINPUTDEVICE8 g_Mouse
//========================================================
HRESULT Result = DirectInput8Create(g_hInst, DIRECTINPUT_VERSION,
IID_IDirectInput8, (void**)&g_lpDI, NULL);
if(SUCCEEDED(Result))
{
//創建鍵盤設備
Result = g_lpDI->CreateDevice(GUID_SysKeyboard, &g_lpDIDevice, NULL);
if(SUCCEEDED(Result))
{
g_lpDIDevice->SetCooperativeLevel(g_hWnd, DISCL_FOREGROUND |
DISCL_NONEXCLUSIVE);
g_lpDIDevice->SetDataFormat(&c_dfDIKeyboard); }
}
//-------------------------------------------------------------------------------------------
//獲取按鍵信息
if(SUCCEEDED(g_Keyboard->Acquire())) //Acquire the device
{
char KeyState[256];
g_Keyboard->GetDeviceState(sizeof(KeyState),(LPVOID)&KeyState);
//根據KeyState返回的數據就可以判斷按下何鍵
}
//====================================================
//創建鼠標
g_lpDI->CreateDevice(GUID_SysMouse, &g_Mouse, NULL);
g_Mouse->SetDataFormat(&c_dfDIMouse);
g_Mouse->SetCooperativeLevel(g_hWnd, DISCL_EXCLUSIVE | DISCL_FOREGROUND);
//------------------------------------------------------------------------
//設置鼠標光標
//獲取光標圖片
D3DXIMAGE_INFO ImageInfo;
D3DXGetImageInfoFromFile("C://Cursor.jpg”, &ImageInfo);
g_pd3dDevice->CreateOffscreenPlainSurface(ImageInfo.Width,
ImageInfo.Height,
ImageInfo.Format,
D3DPOOL_DEFAULT,
&g_MouseCursor,
NULL);
D3DXLoadSurfaceFromFile(g_MouseCursor, NULL, NULL, ("C://Cursor.jpg”,
NULL, D3DX_FILTER_NONE, 0xFF000000, NULL);
//設置成指定的光標
g_pd3dDevice->SetCursorProperties(0,0, g_MouseCursor);
//初試位置
g_pd3dDevice->SetCursorPosition(0,0,D3DCURSOR_IMMEDIATE_UPDATE);
//顯示光標
g_pd3dDevice->ShowCursor(true);
//-------------------------------------------------------------------------
//獲取鼠標信息
if(SUCCEEDED(g_Mouse->Acquire()))
{
DIMOUSESTATE State;
g_Mouse->GetDeviceState(sizeof(DIMOUSESTATE),(LPVOID)&State);
//信息保存在 State中。
}
//==============================================
//釋放設備
if(g_lpDI != NULL)
g_lpDI->Release();
4、 封裝
CXKeyboard的封裝
CXKeyboard的封裝
class CXKeyboard
{
private:
LPDIRECTINPUTDEVICE8 m_pDevice;
char m_KeyState[256];
public:
CXKeyboard (LPDIRECTINPUT8 pInput, HWND hWnd);
~ CXKeyboard();
bool IsKeyPressed(int Key);
HRESULT Update();
};
CXMouseSurface的封裝
爲了能製作出動畫效果的光標,因此需要一個surfaces列表,因此從CXSurface繼承一個CXMouseSurface類,使之能夠操作多個圖片。
class CXMouseSurface : public CXSurface
{
private:
CXMouseSurface* m_pNext;
int MouseSurfaceType;
UINT HotSpotX;
UINT HotSpotY;
public:
CXMouseSurface* GetNext() {return m_pNext;}
void SetNext(CXMouseSurface* Surf) {m_pNext = Surf;}
int GetSurfaceType() {return MouseSurfaceType;}
void SetSurfaceType(int Type) {MouseSurfaceType = Type;}
UINT GetHotSpotX() {return HotSpotX;}
UINT GetHotSpotY() {return HotSpotY;}
void SetHotSpotX (UINT X) {HotSpotX = X;}
void SetHotSpotY (UINT Y) {HotSpotY = Y;}
CXMouseSurface(LPDIRECT3DDEVICE9 pDevice) : CXSurface(pDevice)
{m_pNext = NULL;}
CXMouseSurface() : CXSurface() {m_pNext = NULL;}
};
CXMouse的封裝
class CXMouse
{
private:
CXMouseSurface* m_Surface; //指向光標列表
CXMouseSurface* m_CurrentCursorSurface; //當前光標
LPDIRECTINPUTDEVICE8 m_pDevice;
LPDIRECT3DDEVICE9 m_p3DDevice;
DIMOUSESTATE m_State;
LONG m_iX;
LONG m_iY;
public:
CXMouse (LPDIRECT3DDEVICE9 pDevice, LPDIRECTINPUT8 pInput, HWND hWnd,
bool Exclusive);
~ CXMouse();
HRESULT Update();
LONG GetXPos();
LONG GetYPos();
bool IsButtonPressed(int Button);
HRESULT SetCursorImage();
HRESULT SetMouseCursor(char* FilePath, UINT HotSpotX, UINT HotSpotY,
int Type);
void AddCursorSurface(CXMouseSurface* Surface);
CXMouseSurface* GetFirstSurface() {return m_Surface;}
bool SetCursor(int Type);
CXMouseSurface* GetCurrentCursor() {return m_CurrentCursorSurface;}
void SetCurrentCursor(CXMouseSurface* Surface)
{m_CurrentCursorSurface = Surface;}
void SetCursorPosition(int X, int Y);
HRESULT SetCursorVisible(bool Show);
};